@emo10001 said:
Have always loved your site! I check it mostly daily. I'm really liking the Blender to Godot pipeline. For me, some tut's on exporting scenes and assets as either obj or collada would be nice. Also, some explanation as to why one might be better suited for one type of export over another (ie, is collada better to export a full scene and obj better for a single asset...and why).
Just my 2 cents!
Thanks for your hard work. It is appreciated.
-Emo
This is definitely one of those things I'm intending to cover... I'm pushing it off a bit though in hopes that gltf gets a bit more love before I make the tutorial, as I have a feeling near future developments will render such a tutorial obsolete quickly. (In other words, gltf is the future, but not the present ).
To answer your question inline however, obj is almost always the best format, for any game engine, if it provides the functionality you need. The format is so incredibly simple that importers almost always import it nearly perfect and quickly. It is however greatly limited in functionality. If you got much more than a simple, static, non animated, traditionally textured mesh, obj probably wont work for you. So in a nutshell, if you can, use obj, but theres a pretty good chance obj wont be sufficient for your use.
@newmodels said:
There is a certain topic that interest me, and that is networking. I posted this before looking at the webpage with the tutorials.
I will be covering networking again in the new series, no worries.